Malgon has 10 sorcery points and the following metamagics
- Heightened spell
- Empowered spell
- Subtle spell
Spellcasting. Malgon is a 10-level Sorcerer. Its spellcasting ability is Charisma (spell save DC19, +11 to hit with spell attacks). The Malgon has following Sorcerer spells prepared:
- Cantrips (at will): firebolt, mending, light
- 1st level (4 slots): burning hands, charm person, shield
- 2nd level (3 slots): Alter Self, Mirror Image
- 3rd level (3 slots): counter spell, fireball
- 4th level (2 slots): Dimension Door, Ice storm
Casts spells every turn usually cantrips if out of major spell slots
Shield: gain + 5 AC
Has 2 legendary actions
Portal overdrive: (costs 1 action)- force the lair to spawn 1d4 more zombies
Dramatic Flare: (costs 1 action)- move 30 feet in any direction without attacks of opportunity.
Crazed temper: (stops lair actions, costs 2)- forces the portal to collapse and regain all expended sorcery points and half of spell slots
Description
Malgon is a priest who served a demon lord so long that his mind has been corrupted. Usually dabbling in undead research and using his keen senses to warp others to do his bidding. Every once in a while he will "showcase" his divine blessing with cantrips while subtly controlling others with his many sneaky spells
Lair and Lair Actions
Cathedral
Lair Actions
On initiative count 20 (losing initiative ties), Malgon takes a lair action to cause one of the following effects; Malgon can’t use the same effect two rounds in a row:
- summon 1d4 zombies, all zombies get an extra attack this round
- Dark pulse echos from the portal, all living creatures (except Malgon) make a Con DC 14 save. they take 3d6 necrotic and cannot take reactions on a failed save, half on a success.
Regional Effects
The region containing a legendary Malgon's lair is Tainted, which creates one or more of the following effects:
- 1d6 zombies spawn on any encounter in the region, (in addition to the normal encounter)
- unprotected water and food decay after 24 hours.
If the Malgon dies, these effects fade over the course of 1d6 days.
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